Exactly. Kaz actually stated that it will affect the physics,it is not just a visual thing.They didn't say that anywhere.
It seems it will be a very in depth weather system from what it seemsThat's all good news to me. The recent blog post said something about Gran Turismo having a different approach to the weather system and how it works. I wonder if you could talk through a bit more about how dynamic weather works in Gran Turismo 7 - does it impact track surface temperature, if there's a dynamic track, does it rubber in over the course of an event?
Kazunori Yamauchi: We don't have a system for simulating the amount of rubber that's laid on the track, but we do have a simulation of where the rain would create a level of water over the track. When a car passes over it, it will spray aside, and so the racing lines will dry quicker than the other parts of the track. That's something that is simulated and does affect the grip of the course accordingly as time goes on, and the track begins to dry in different places. The air temperature, the humidity, and then the road surface temperature will also be affected by these weather changes as well.
There's no reason why they couldn't alter the abrasion level for each track. I'm sure that it's possible for them to tweak it based on the surface data they've captured without breaking the PS4. Put it this way: the grip level and abrasion of each track is rated separately out of 10, and each number has a multiplier attached to it.Eh, track surface data probably only means wet lines like Kaz mentioned in one of the recent interviews. I'm not expecting too much more complexity in the physics than GTS when they have to compromise for the PS4.
After watching this i am still very scared how it will run on a base ps4, also for the replays i don't see a base ps4 hit 30fps
but i also feel ps5 will be not used to the max because of the game being cross platform
The original PS4 is nine years old now. It goes without saying that the PS4 version won’t match the performance and visual fidelity of GT7 on PS5. The PS4 version likely has graphics and performance modes, running at 30 fps with graphics prioritised or 60 fps at a lower resolution. But Sony still hasn’t clarified this. To make GT7 run smoothly on PS4, compromises will have been made.
Not really. They're just guessing and they're doing it in a pretty aggressively controversial way, presumably to generate clicks. As you can see, it worked on you.A very Good Article to read
Lack of Gran Turismo 7 ps4 gameplay is an issue from racinggames.gg
Does not compute.A very Good Article to read ... from racinggames.gg
Many times before, we've been impressed by Polyphony's prowess with dated hardware. I also wouldn't buy into the marketing hype for PS5, as they'll use language like "unparalleled realism and simulation", to make it sound like it's something completely out of this world new. Most of the time, it isn't that groundbreaking.
Horizon Forbidden West looks surprisingly good on PS4 Pro, at least. Polyphony, like Guerilla, is a first-party studio for Playstation. I do believe all first-party studios will be told to uphold an acceptable level of quality across all hardware.
Raytracing only on replays on PS5. FH5 also looks good on Xbox One and GT Sport is still nice. I wouldn't worry too much.I have been surprised how little PD makes of the PS5 benefits. Ray tracing the most important, and some other visual stuff.
So my guess is the PS4 will be fine as racing experience, but the graphics are a bit less impressive. I may be wrong here, but that's my guess.
Laughs in GT5/6 Standard Cars and Tracks.For those worried about PS4 performance: you should look at this from a PD commercial perspective. If PS4 performance is bad, that's not good business for them. It would also be really bad PR for them. So I would be really surprised if this would turn out to be the case. Not impossible, but improbable.
That's why I am giving them some slack for not having a dozen new tracks. They had to put that much effort into revamping the huge amount of tracks in Sport to get them up to that level of quality.That complete time of day cycle with highly realistic dynamic volumetric clouds is seriously impressive. Not to mention all the new track side detail, foliage and dynamic grass as seen in the Tsukuba footage where the grass is blowing in the wind by itself.
It’s highly evident that PD did not hold anything back for the PS5 version, especially if you seen the 4K state of play Footage, absolutely beautiful.
I’m curious as to what the PS4 version looks/plays like.
Well, I can say, with confidence, I know of at least one game that puts those clouds to shame. It will be making an appearance further below in this post.I've never seen clouds like that in a game before, mod or not.
I'd have to resort to real world time lapse radar to make it work in something like terragen even.
Incredible.
Needless to say PS4 won't get volumetric clouds, but they may still be able to generate and animate a cloud texture to overlay on the sky, similar to the raindrops on glass simulation in GT5.
For comparison these are ACs modded volumetric clouds, a mod created by one person.Well, I can say, with confidence, I know of at least one game that puts those clouds to shame. It will be making an appearance further below in this post.
From what I observe, it does seem GT7, at least, mimics volumetric clouds. I don't think anyone, besides Polyphony, knows exactly how complex, or simplified, this weather system actually is, or what trickery they might be using to make it look the way it looks, but there are a few things you can notice that suggests the system is toned down somewhat, possibly allowing it to work in older hardware, thus ensuring the feature parity that Yamauchi claims.
The first thing I noticed was the resolution of the clouds. I took a screenshot from the GT7 State of Play, and then did the same with a GT Sport video, to attempt to show this. Both at 4K. I also tried to get the same track and the same position. Unfortunately, the same exact weather conditions were not available for both. Still, there are cloud formations you can look at and compare. What we have are clouds with a very similar texture resolution, i.e. not exactly high.
GT7 clouds at Spa
View attachment 1113054
GT Sport clouds at Spa
View attachment 1113055
The second thing I noticed comes from the various time-lapses, shown during the GT7 State of Play, in the "Time & Weather Simulation" section. If you observe the clouds during the time-lapse that starts at the 13:38 mark, and on another time-lapse at the 13:57 mark, you'll notice they change shape in a rather clunky manner, despite the footage being sped up. This suggests that, at least, part of the weather simulation that leads to these clouds, is running at a low refresh-rate. Compare this to how Microsoft Flight Simulator's clouds behave and change their shapes, under a time-lapse, and you can see what a truly next-gen cloud and weather system can look like.
So, in short, I think Polyphony is building this weather system with lower resolution assets and lower simulation refresh-rates, in order for it to be within the reach of the PS4's processor, thus allowing feature parity between the platforms.